Ghost Corvette “Highflyer” (Falchion class):


“Bone Yards” or places where starships, starfighters, and other craft end their lives being stripped for parts. One of these was an old Falchion class corvette that was little more than scrap with almost everything stripped from the frame of the vessel. Interestingly though, the frame was in excellent shape.


The ship, or what was left of it, was found by not a naval officer but a civilian engineer. Most of her career had been on merchant vessels. She was intrigued by the ship and decided to rebuilt it. She did not really know why she did it but she committed almost everything she had saved towards rebuilding the corvette. Something just seemed alive about the corvette to her.


As far as one has been able to determine, the corvette served in the Human Alliance in the dawn of that stellar power. While in Human Alliance service, the corvette fought in several famous battles and commanded by officer that later became extremely famous. Later, the corvette was declared surplus and found its way into a system self defense force navy. The corvette then was declared surplus by them as well and the corvette was sold to a mercenary company. Over the years, the ship was passed between companies. Eventually, it was retired and sold for scrap. It had sat in the bone yard for decades before being rediscovered.


She decided to name the ship “Highflyer.” Almost everything needed to be replaced, the main reactor, the propulsion systems, the shield generators, weaponry, and sensors. Reconstructed, Falchion class corvettes are surprisingly capable with the corvettes much easier to rebuilt than most larger ships. As such, there is surprisingly large industry of rebuilding Falchion class although this ship tested the limits of those specializing in this industry.


The rebuilding of the Highflyer was a bit different than standard, retaining less of the original systems than most rebuilds of Falchion class corvettes. About the only systems which are retained from the standard Falchion class is the heavy 12 cm laser mounted in the front of the corvette and the missile bays although the missile bays are modified for a greater array of ordnance. The laser itself did not originally come from the Highflyer but was from another ship and uses new capacitors which are much smaller.


Otherwise, the four pulse lasers are replaced by two lasers and two gravity rail guns. The lasers are the

more powerful pulse lasers from the Consortium Proctor class heavy fighter / light corvette and the rail guns are the GR-1000 rail guns carried by the Scorpion class light fighter. When combined, the weaponry inflicts far more damage than the original battery although much shorter ranged than the 12 cm laser. A fighter, even a heavy fighter, will come apart when these guns are focused on the craft.


In addition, the upper and lower mounts no longer mount electromagnetic rail guns but instead replace them with variable focus particle beams identical to those carried on the Consortium Assault Shuttle. In a wide focus, the weaponry is extremely effective against missiles which in a narrow focus is extremely effective against fighters and other well armored targets. The particle beams systems have an automatic tracking and targeting system although generally preferred gunners to operate the weaponry. Finally, the ship has a number of external missile hard points mounted to increase how many missiles can be carried with five per wing for ten hard points. A variety of different ordnance can be carried on the hard points.


Simpler changes include the replacement of the fusion plant with a more powerful plant and both the in system and faster than light drives with more powerful systems, giving almost twice the faster than light speed and twenty percent greater acceleration. Defensive shields are replaced by shields that are similar to those carried on most ships of the size of the corvette and have two and a half times the protective capacity of the original shielding. New armor plating replaced the original armor as well giving the corvette much greater ability to withstand damage.


Sensors and life support systems are also upgraded to modern standards. The various upgrades allows the ship to be operated by a much smaller than the ship originally could. Part of the extra space is taken up by the heavier secondary weaponry and not designed for a higher troop compliment. Still, crew comforts are excellent for a ship of this small a size.


All the while that the ship was being worked on, weird events occurred. Lights would turn on without anybody activating them. A tech walking through the passages of the ship had the doors open without needing to be commanded. An area of wiring that was just out of reach suddenly found its way into the hand of the person trying to reach it. Many times, it seemed like the ship was trying to help the crew fix herself.


There were some more disconcerting things that happened as well. Whenever anybody slept aboard the ship, they had dreams about the past of the ship. These were not quite nightmares but still could be uncomfortable. In addition, the ship’s communication system would sometimes come across with strange transmissions interspersed with heavy static. While mostly audio, this can include wavering video transmission as well. This is in spite of the fact that the original communication system was completely replaced with modern systems along with the sensors. Sometimes, carefully listening to the radio gives useful advice to the crew of the corvette.


When ship was finally completed, the strangeness continued. The engineer who rescued the ship took command of the corvette, something she has shown herself to be surprisingly good at. There was a luck with the corvette where the crew often was able to scrape by when they thought they were in danger. As well, Highflyer started revealing interesting magical abilities. The ship would suddenly become invisible or even impervious to energy weapons. It also has the ability to both jam electronics at close range and create a shockwave around the ship. None of the crew are spell casters but the captain is able to command the ship to active its various enchantments.


Even though the ship is obviously haunted, the crew has been extremely acceptable. The ship has served in a variety of jobs including cargo carrying very sensitive cargos, escorting convoys, and some mercenary jobs although the captain does not like taking such jobs. Because the captain does not have a real military background, the ship is running slightly different than most warships.


Ship design uses modified starship speeds and weapon ranges. See Revised Starship Rules for Phase World for more details.


Model Type: FFL-01 (Upgraded).

Vehicle Type: Patrol Corvette.

Crew: 14 (2 to 3 officers normally).

Troops: 12 marines (If embarked).

Horror Factor: 12.


Vehicle, Robots, and Power Armors:

Power Armors:

12

Light Power Armors (Maximum)


M.D.C. By Location:

Forward Mounted 12 cm Heavy Laser Cannons (1):

600

Nose Mounted 2 cm Laser Cannon (2):

30 each

Nose Mounted GR-1000 Rail Guns (2)

150 each

Variable Focus Point Defense Particle Beam Turrets (2, fuselage):

100 each

Large Missile Bays (4, Fuselage):

160 each

Small Missile Bays (4, Fuselage / Wing Roots):

100 each

Missile Pylons (10, on the underside of each wing):

10 each

[1] Bridge:

725

[2] Main Body:

2,200

[3] Variable Force Field:

1,000 a side (6,000 Total)


Notes:

[1] In reality this is how much damage needs to be done for a weapon to hit the bridge through the ship’s armor. This ship does not have an auxiliary bridge. Even if the bridges is destroyed, the ship can still be piloted from engineering but ship is -3 to dodge and all weapon systems will be at local control. Weapon hits near the bridge that do not penetrate the ships integrity can injure crew members on or near the bridge.

[2] Depleting the M.D.C. of the main body will put the corvette out of commission. All internal systems will shut down, including life support and internal gravity. The ship itself will be an unsalvageable floating wreck.

[3] Shields positions can be varied and all could be combined in one shield. Shields regenerate at the rate of 5% (300 M.D.C.) per melee round. Magic, fire, lightning, and cold all inflict one-half damage to the force field.


Speed:

Driving on the Ground: Not Possible.

Sublight: Has a special sublight engine that allows the ship to travel up to 50 percent of the speed of light. Star Ship can accelerate/decelerate at the rate of 1.0 percent of light per melee.

Atmospheric Propulsion: Maximum speed is Mach 1.80 (1,370.2 mph / 2,205.1 kph), can enter and leave an atmosphere because flight system is by contra grav. With external ordnance, reduce maximum speed to Mach 1.60 (1,217.9 mph / 1960.1 kph) with a full load.

Stardrive: Uses a Gravitonic Drive system that allows the ship to reach a maximum of 4.5 light years per hour.

Maximum Range: Effectively Unlimited by either Drive system. Carries about eight months years worth of supplies on board although can be stretched to twelve in an emergency.


Statistical Data:

Length:  240 feet (73.1 meters).

Height:  38 feet (11.6 meters).

Width:   76 feet (23.24 meters) the body or 144 feet (43.9 meters) at the wing body.

Mass/Weight: 1,650 tons (1,496.8 metric tons).

Power System: Advanced Fusion with 40 year life span. The ship normally only goes 10 years between refueling and refitting.

Cargo: Cargo holds are scattered about the ship that allows for carrying up to 40 tons (36.3 metric tons) of cargo in addition to standard compliment of supplies and ammunition. Each enlisted crew member has a small locker for personal items and uniforms. ship’s officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammunition, armor, troops, weapons, engine, and other equipment.

Market Cost: As a ghost ship, it is almost impossible to estimate a price. Cost was about 300 million to refit ship and probably sell for around 400 million credits if not haunted. Original Falchion corvette would cost about 250 Million credits to manufacture in present time in the Three Galaxies. Ships are no longer being produced..


WEAPON SYSTEMS:

  1. One (1) 12 cm Heavy Laser Cannon: Mounted in the centerline of the corvette, the heavy laser cannon is part of the spine of the vessel and fires directly forward. The heavy laser cannon is used against frigates as well as against heavily reinforced targets. Mostly used against large vessels, when used against small targets (Fighters, missiles, power armors, etc.) weapon have a penalty of -5 to strike. The weapon system cannot be used to engage targets while traveling at faster than light velocities. In addition, cannot be combined with the 2 cm pulse lasers or GR-1000 heavy gravity rail guns.

    Maximum Effective Range: 16 miles (25.8 km) through atmosphere and 16,000 miles (25,800 km) in space.

    Mega Damage: 2D6x100 M.D.C. per shot.

    Rate of Fire: Maximum of two (2) times per melee.

    Payload: Effectively Unlimited.

  2. Two (2) 2 cm Laser Cannons: These weapons are mounted in the forward end of ship and fire forward. It is the ships primary anti-fighter / light ship weapon system. Each gun has an arc of fire of about 30 degrees. Can be combined with GR-1000 Gravity rail guns but cannot be combined with the 12 cm laser cannon.

    Maximum Effective Range: 1,000 miles (1,609 km) in space and 10 miles (16 km) in an atmosphere.

    Mega Damage: 4D6x10 M.D.C. for both laser cannons or 2D6x10 M.D.C. for one laser cannon (If linked, Combined lasers and rail gun inflicts 12D6x10 - costs one attack.)

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot / gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  3. Two (2) GR-1000 Heavy Gravity Rail Guns: Replacing two of the original lasers, these weapons are mounted in the forward end of ship and fire forward. The GR-1000 Rail Guns both are more powerful and have more range than the conventional rail guns and is the same rail gun which is carried in the C.A.F. Scorpion Starfighter. Considered extremely effective even compared to other gravity rail guns. Even so, the mounts are not really for use against capital ships but can devastate a fighter quickly. They are also extremely effective against targets which are imperious to energy. Rail gun rounds are fired out of weapons at a significant fraction of the speed of light. Cannon uses a 30 mm projectile. The weapon system cannot be used to engage targets while traveling at faster than light velocities. Each gun has an arc of fire of about 30 degrees. Can be combined with 2 cm pulse laser cannons but cannot be combined with the 12 cm laser cannon.

    Maximum Effective Range: 16 miles (26 km) through atmosphere and 1,600 miles (2,575 km) in space.

    Mega-Damage: 8D6x10 M.D.C. for both rail guns with 40 round burst from both (80 rounds total) or 4D6x10 M.D.C. for one rail guns with 40 round burst (If linked, Combined lasers and rail gun inflicts 12D6x10 - costs one attack.)

    Rate of Fire: Equal to the combined hand to hand attacks of the pilot / gunner (usually 4 or 5).

    Payload: 10,000 Rounds (250 Bursts) each with 20,000 rounds total.

  4. Two (2) Variable Focus Particle Beam Mounts: One mount is on the top of the body of the corvette and the other mount is on the bottom of the corvette. Particle beams will fire a very powerful narrow beam and can fire a scatter effect that is less powerful but is capable of striking multiple targets. The weapon system is quite useful against missiles although the cone is not as wide as Tachyon cannon sprays are (Gives +2 bonus vs fast moving targets such as missiles.) Weapons are mounted in turrets that can rotate 360 and have a 180 arc of fire. Each mount can be operated by a gunner or a gunner program (+2 to strike, 3 Attacks per melee round.)

    Maximum Effective Range: 300 miles (480 km) in space and 3 miles (4.8 km) in an atmosphere.

    Mega Damage: Single Target: 4D6x10 per blast. Wide Beam: 5D6 to all targets within a 5,000 foot (1,524 meter) diameter area. When fired as a wide beam, the cannon cannot be used on targets closer than 5,000 feet (1,524 meters) away.

    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).

    Payload: Effectively Unlimited.

  5. Four (4) Large Missile Bays: The corvette has four heavy missile bays. Each missile bay can carry four cruise missile, eight long range missiles, or sixteen medium range missiles. Each bay must carry all the same type ordnance although different bays can carry different ordnance. Cruise missiles are normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). Long Range Missiles have a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missiles will continue to travel in a straight line unless set to self destruct but has very low odds of hitting starships (Great for hitting bases and planets because the target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but all missiles are all considered smart missiles.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space, Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space, and Medium Range Missiles range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter warheads inflict 4D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles.

    Payload: four (4) cruise missiles, eight (8) long range missiles, or sixteen (16) medium range missiles per missile bay (Maximum of 16 cruise missiles, 32 long range missiles, or 64 medium range missiles.)

  6. Four (4) Small Missile Bays: In the fuselage of the corvette are four small range missile bays mounted along the “wing roots”. Each bay has the ability to carry sixteen medium range missiles or thirty two short range missiles. Weapon system is used for hitting enemy robots, fighters, and long range and cruise missiles. Medium Range Missiles have a top speed of Mach 15 in an atmosphere and in space has an acceleration of 6% of light per turn. Normally used for anti-fighter and point defense. Short Range Missiles have a top speed of Mach 10 in an atmosphere and in space has an acceleration of 4% of light per turn. Weapon system can be used on multiple targets.

    Maximum Effective Range: Medium Range Missile range is 160 miles (257.5 km) in an atmosphere and 80,000 miles (128,750 km/0.43 light seconds) in space and Short Range Missiles range is 10 miles (16.1 km) in an atmosphere and 500 miles (804.7 km) in space.

    Mega-Damage: Varies with medium or short range missile type (See revised Phase World missile tables for details.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), or sixteen (16) missiles.

    Payload: 16 medium range missiles or 32 short range missiles per bay (Maximum of 64 medium range missiles or 128 short range missiles.

  7. Ten (10) Missile Pylons: On the underbelly of the corvette are ten missile racks that allows the corvette to carry one cruise missile or two long range missiles. The corvette has five hard points on each wing. Individual pylons must carry all the same type ordnance but each pylon may carry different types of ordnance. Cruise missile are normally carried when on an anti-capital ship role and long range missiles when fighting other starfighters. Cruise Missiles have a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship.) Long Range Missiles have a top speed of Mach 20 in an atmosphere and in space has an acceleration of 8% of light per turn (faster than any starship.) Whether weapons can be shot down is calculated from the speed of target, launcher, and missile. When drive goes dead, missile will continue to travel in a straight line unless set to self destruct but has very low odds of hitting starships (Great for hitting bases and planets because target does not move and missile when dead at -25% to detect.) Cruise missiles have minuses to hit small targets but are all considered smart missiles. Missiles can be launched on multiple targets simultaneously.

    Maximum Effective Range: Cruise Missile range is 8,000 miles (12,875 km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds) in space and Long Range Missile range is 3,400 miles (5,470 km) in an atmosphere and 1,800,000 miles (2,897,000 km/9.7 light seconds) in space.

    Mega-Damage & Properties: See revised Phase World missile tables for details (Cruise Anti-Matter warheads inflict 4D6x100 M.D.C. each and Long Range Fusion warheads inflict 2D4x100 M.D.C. each.)

    Rate of Fire: Can fire missiles one at a time or in volleys of two (2), three (4), or four (4) missiles.

    Payload: One (1) Cruise Missile or two (2) Long Range Missiles per Pylon (Maximum of 10 cruise missiles or 20 long range missiles.)

Special Abilities as a Haunted Vehicle:

Quirks:



[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


Special Credit to Talis D. Merrill (taalismn@pop.tiac.net) for many of the concepts and enchantments / powers for Ghost / Haunted vehicles.


Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2013 & 2015, Kitsune. All rights reserved.



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